Using the relight tool in Nuke

This is a for the sake of documentation [also explained in Nuke Master Classes 2009 on foundry website in great detail ]and for new Nuke artist to know about  \,,|_ RELIGHT  _|,,/  plugin that allows a little more control over 3d space in nuke with nuke 3d feature . I mean little don’t expect lighting a bad ass scene in nuke . lighting dude are still required to do a great deal of the work. ( by the way I am a lighting artist by birth, that’s not important here at all ) . Okay enough chatter… lets start I am going to use   ARNOLD ” the awesome ness ” because its so much easier to do everything, you spend time lighting  the shot and no time clicking buttons unlike done in mental ray [which i still respect ] and  I would edit this post in future explaining how it is done in Mentalray.

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This is how simple the scene is two sphere’s a light a camera and a arnold renderer.

I have assigned a aistandard shader and set to AOV to output Normal and point position passes. I have rendered a exr with all the passes as channels [ also provided in the zip file attached]. Relight is available in Nuke 6.0.4 [I think ??] onwards and its a hidden tool. You have to update your plugins to be able to see it. So on the toolbar to the left side in Nuke interface that says other, under that go to All plugins and select UPDATE.  Once you have clicked it you have to navigate your self to allplugins option again and you see

alphabetically categorized tools. under R select Relight  or press TAB and type relight to load the tool.

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Relight node needs a few inputs  before it can actually work, a scene camera of the lighting file [fbx format 2009 only], a material [created in nuke], a scene node to communicate light and  relight node and normal pass and point position pass [which can be in layers or exr channels ].  Connection of channels, settings of relight options are explained in image below.

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Now I have connected a phong material to the material input of the relight node, you can choose any one you like and also connect  a directional light or a light of your choice to the scene 3d node in the Node graph. immediately you will a light effecting the 2d image with a dull bright light this light can be rotated in nuke 3d view selection or via option box of light. Rotating the nuke light  will effect 2d image as if it were in a 3d world space.

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You can merge the output of relight with rendered beauty as a normal pass   and continue with the flow

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pls note you can also see the 3d scene camera based point cloud for better control and accuracy in positing the lights with use of positiontopoint node . shown in image below and the nuke file attached

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Please note this is a rough edit of the post, language and format will be corrected eventually.

Shared Dropbox folder 🙂 

Recreating a 3d model a new way

Thanks to autodesk there is a more effective way to create a 3d model from image sequence that is quite impressive and better looking than the last one plus it does not involve the hassle of exporting from mesh from meshlab, direct fbx and obj exports that works fine…  :(. that sofware is really hardcore 🙂 .. any ways the 3d scan that is generated is done all online the software that autodesk provides is just the interface. hmm.. ” I AM NOT GOING TO SHARE MY TECHNOLOGY 😛 ” just kidding. The software is 123d Catch (h***://www.123dapp.com/catch) and its very very user friendly this is what i tested with

IMAGE SEQUENCE  [from autodesk gallery]

 

 

 

 

 

Mesh generated  : wire frame and texture

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

and after getting it into zbrush

Shader Map Pro

Hey,

came accross a another crazy app like crazy bump called ShaderMap Pro. You can generate Displacement, Normal, Amb Occ, Spec map, and DUDV maps for games…[Uv Distortion/mix of normal and a refraction map…I think~~~ :P] . Anyways you can test your generated maps on a custom model  and also batch generate maps through software interface or ” CMD ” :O … All Maps parameters  can be tweaked ….. In your ShaderMap Preview you can add multiple lights  and tweak them to get a realtime feedback on your texture.

 

 

3ds Max 2012. Iray Render test.

Iray for max is exceptionally fast and not much of tweaking required from the regular renderers like Mr

 

Lit this scene using a simple free HDRi, and the materials for this is basic A&D Materials… it took about 2.3  min’s to render this.. For a still shot Iray is  awesome :).

Also tried rendering a super duper heavy scene… and it rendered just fine 🙂

did not use HDRI here but used basic lights…available with max…

scene has 2507040  polygons … 😛 .. Yeah! a lot of polygons rendering on pc at realtime…

 model  by Kartik a zbrush obj, export size 200 mb

render time 5.5 mins

also a interior scene rendered

~ happy Iraying… “_”

~ankit

 

 

 

 

 

 

 

Indigo renderer

Indigo renderer is like driving a space ship… its not at all user friendly.. U have a material editor and a renderer .. I had a hard time to  attached a created material to the selected mesh.. just few weird test results… check em out… but will post a maxwell comparison image later with time .

some test renders renderer

 

and after 30 min we have this 🙂

 

 

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thanks 🙂